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Runna wrote:Also to blapblapblap, yea, I'd say 225-240 is about right for Zargo.
A piece of advice I threw out earlier, one I eliminated from my own personal codex and am not aware of or really agree with any rule GW has made use of in which you make someone re-roll their succesful save.
Though it may be point accounted for, I can only suggest you play against your character with some of your units that have invulnerable saves, and then you will understand how it effects the game.
I stand by the statement when making a character for people to remember, getting lucky or unlucky is part of the game, increasing your luck is always a pleasure, screwing someone else out of their luck is disheartening and ruins the gameplay experience.
Other than that I like your write up. Sorry I'm not with any ideas for what the gauntlets could otherwise be, but in this case I feel you are very good at coming up with stuff on the fly. So I merely offer my opinion and in this particular case actually stand behind it firmly as oppose to my usual easy to change my mind approach.
Thanks!
Yeah, normally my stuff is just quite horribly unbalanced, but most of the posts that I make in this thread is, as you say, on the fly. I hate planning stuff, as it doesn't have as much creative potential.
well then what you lack in creativity you make up for in a colorful avatar
Pardon?
Your avatar. the picture under your name when you post. It is colorful.
felixander wrote:I hate it when you guys do this to me.... You make a character that I actually really would wanna use.... but can't. So your CCS upgrade is a beast in melee, has an extended command radius, with 1 extra order, can let your vets take valkyries as dedicated transports (take out Vendettas, they're gunships with transport capability, not transports with guns), let them take a 4th special weapon, and save grave chutes. Now 30 points seems like a steep cost, but when you add all of those abilities together... kinda cheap. I know IA has the Elysian Drop Troops army, but I believe IA has the tendency to be on the overly strong side for certain things.
A 3++ and FNP on an IG member is pretty crazy. I know it's a storm shield, but just because it's not uncommon in another army doesn't make it a good choice for another army. While it's tempting, I don't think it's a good choice. And Straken's bionics make him S6 T4 power attacks +d6AP and 3+ armor save where as yours just gives FNP, so I don't see the correlation you drew. At first I was unhappy with 4 base attacks. More attacks than a Space Marine Captain?!?! But somehow a normal Company Commander has 3, so I guess it isn't a huge boost after all haha
I think he's got just too much. Drop the Storm Shield for maybe a 4++ refractor field. This also gives him 1 extra attack in CC if that makes you feel better =P I'd drop the no grav chute scattering, it makes it pretttttyyy frickin' awesome. Maybe 30 points for just the ded transport and extra special weapon. If you are really set on the accurate dropping consider making it a piece of wargear on the bird for another 15-20 points perhaps? Currently I think he is very undercosted and needs to have a lot of things reconsidered. Hope that helped somewhat!
You make some valid points.
I've removed the Vendetta option, as you say the Valk would be sufficient. I've upped the Airbourne cost to 40 points too. Leaving in the don't scatter rule, I wanted to bring it in line with the rules for the Stormraven which has the exact same rule.
I know what you mean about the Storm shield, doesn't really gel as you say. Just thought it would be an awesome modelling prospect. I've changed it to a simple refractor field. and lowered his base attacks to 3 so that he doesn't get an insane number of attacks. The bit about Straken was a bit confusing on second read. I didn't mean for it to mean he was an exact copy, more like similarity. So yeah just S4 and FNP now.
I've upped his cost to 150 too, this makes him 200+ once you've bought the command squad and upgrades for the squad. What ya think?
Governer General Lynx Soran, 1st Polaris Regiment
One command squad in the army may replace their Company Commander with Lynx Soran for 150 Points.
WS 5
BS 4
S 4
T 3
W 3
I 4
A 3
Ld 10
Sv 4+/5++
Wargear:
Carapace Armour
Refractor Field
Frag Grenades
Krak Grenades
Teeth of Polaris - This chainsword has been with Lynx since his earlier days. Significantly upgraded over time it has been the end of many a foe. The Teeth of Polaris is a single close combat weapon that gives Lynx's close combat attacks the rending rule on a 5+.
Bolt Pistol with Kraken Bolts - Modified by Lynx this standard bolt pistol now fires Kraken Bolts similar to those employed by Sternguard Veterans. It uses the following profile;
Range: 18"
S: 4
AP: 4
Type: Pistol
Rules:
Bionics - Lynx has been through a number of extensive battles and has suffered several terrible injuries. Bionics now replace some of his bones and limbs. As such he has an increased strength and the Feel No Pain special rule.
Governer General - Lynx Soran can issue 3 orders a turn and has a command radius of 18". He can use all 6 of the normal Imperial Guard commands.
Hardened Veterans - Lynx has fought through many battlefields and has arrived at his position through blood and death. Before his promotion he was a veteran sergeant and still shares a strong bond with his fellow soldiers. All Veteran squads in an army that includes Lynx Soran can choose 2 doctrines instead of 1 and have access to an additional doctrine as below;
Airbourne (40 Points): The Veteran squad can select a Valkyrie as a dedicated transport and equips themselves with Grav Chutes. Grav chutes grant the unit the Deep Strike rule. Units taking this doctrine cannot take a heavy weapon but can take a 4th special weapon instead. If performing a Grav Chute Insertion (as per the Valkyrie/Vendetta rules), a unit with Grav Chutes does not scatter.
Tyranid Veteran - Having survived many attacks from the Tyranids Lynx is a hardened veteran when in combat with them. He and his command squad has the Preferred Enemy: Tyranid rule. Furthermore if Lynx scores a hit with 4 or more of his close combat attacks against a Tyranid monsterous creature all of his attack automatically wound and no armour saves can be taken against his attacks.
This message was edited 1 time. Last update was at 2012/04/11 17:29:30
Made a few changes:
WS3(4?) T3 W4 Flies
Replaced Foul Miasma with Wind of Chaos to simplify things.
Fixed Ld to 10
Blessing of Nurgle now gives 4++
I'm thinking of giving him a combi-flamer with plague bolts and toxic fuel (4+ Poison flamer) is that too much?
A new spell too, Blackened Skies - Cast in your movement phase. Place two markers up to 12" across and draw an imaginary line connecting the two. All shots fired through suffer -1BS and confer a 5+ cover save. Lasts until your next movement phase.
Finally, just to clarify, rending makes wound rolls of 6 auto wound regardless of toughness and AP2 right? I don't have my rulebook on me so I can't check.
This message was edited 2 times. Last update was at 2012/04/11 18:51:11
Runna wrote:Also to blapblapblap, yea, I'd say 225-240 is about right for Zargo.
A piece of advice I threw out earlier, one I eliminated from my own personal codex and am not aware of or really agree with any rule GW has made use of in which you make someone re-roll their succesful save.
Though it may be point accounted for, I can only suggest you play against your character with some of your units that have invulnerable saves, and then you will understand how it effects the game.
I stand by the statement when making a character for people to remember, getting lucky or unlucky is part of the game, increasing your luck is always a pleasure, screwing someone else out of their luck is disheartening and ruins the gameplay experience.
Other than that I like your write up. Sorry I'm not with any ideas for what the gauntlets could otherwise be, but in this case I feel you are very good at coming up with stuff on the fly. So I merely offer my opinion and in this particular case actually stand behind it firmly as oppose to my usual easy to change my mind approach.
Thanks!
Yeah, normally my stuff is just quite horribly unbalanced, but most of the posts that I make in this thread is, as you say, on the fly. I hate planning stuff, as it doesn't have as much creative potential.
well then what you lack in creativity you make up for in a colorful avatar
Pardon?
Your avatar. the picture under your name when you post. It is colorful.
I meant what I lack in creativity...
BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.
BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant?
Runna wrote:Also to blapblapblap, yea, I'd say 225-240 is about right for Zargo.
A piece of advice I threw out earlier, one I eliminated from my own personal codex and am not aware of or really agree with any rule GW has made use of in which you make someone re-roll their succesful save.
Though it may be point accounted for, I can only suggest you play against your character with some of your units that have invulnerable saves, and then you will understand how it effects the game.
I stand by the statement when making a character for people to remember, getting lucky or unlucky is part of the game, increasing your luck is always a pleasure, screwing someone else out of their luck is disheartening and ruins the gameplay experience.
Other than that I like your write up. Sorry I'm not with any ideas for what the gauntlets could otherwise be, but in this case I feel you are very good at coming up with stuff on the fly. So I merely offer my opinion and in this particular case actually stand behind it firmly as oppose to my usual easy to change my mind approach.
Thanks!
Yeah, normally my stuff is just quite horribly unbalanced, but most of the posts that I make in this thread is, as you say, on the fly. I hate planning stuff, as it doesn't have as much creative potential.
well then what you lack in creativity you make up for in a colorful avatar
Pardon?
Your avatar. the picture under your name when you post. It is colorful.
I meant what I lack in creativity...
The joke doesn't work, but he was going off of your "I hate planning stuff..." sentence, saying that any lack of creativity you might have is made up for by your avatar.
acekevin8412 wrote:Made a few changes:
WS3(4?) T3 W4 Flies
Replaced Foul Miasma with Wind of Chaos to simplify things.
Fixed Ld to 10
Blessing of Nurgle now gives 4++
I'm thinking of giving him a combi-flamer with plague bolts and toxic fuel (4+ Poison flamer) is that too much?
A new spell too, Blackened Skies - Cast in your movement phase. Place two markers up to 12" across and draw an imaginary line connecting the two. All shots fired through suffer -1BS and confer a 5+ cover save. Lasts until your next movement phase.
Finally, just to clarify, rending makes wound rolls of 6 auto wound regardless of toughness and AP2 right? I don't have my rulebook on me so I can't check.
That is correct. That new spell is... interesting. Not bad at all.
I do like that Nurgle psyker. Could I borrow him for one of my mates? I really want to fight this guy.
Experience is something you get just after you need it The Narkos Dynasty - 15k Iron Hands - 12k The Shadewatch - 3k Cadmus Outriders - 4k Alpha Legion Raiders - 3k
acekevin8412 wrote:Made a few changes:
WS3(4?) T3 W4 Flies
Replaced Foul Miasma with Wind of Chaos to simplify things.
Fixed Ld to 10
Blessing of Nurgle now gives 4++
I'm thinking of giving him a combi-flamer with plague bolts and toxic fuel (4+ Poison flamer) is that too much?
A new spell too, Blackened Skies - Cast in your movement phase. Place two markers up to 12" across and draw an imaginary line connecting the two. All shots fired through suffer -1BS and confer a 5+ cover save. Lasts until your next movement phase.
Finally, just to clarify, rending makes wound rolls of 6 auto wound regardless of toughness and AP2 right? I don't have my rulebook on me so I can't check.
Ok well now I think you gotta jack the points. Wind of Chaos is pretty powerful and blackened skies is gonna be really really good too. There are too many ways that just screw over other armies hard. Gunline IG in particular is gonna be sad when you drop it in front of them. So how about this: maybe 225 points and Blackened Skies either makes it crappy night fighting (3d6 x 3) or -1 BS to anything that wants to shoot at any friendly unit within 6" of him. The 4d6 might not seem so great but it can still cut back on long range weapons that'll be trying to take you out as you move up.
4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0 3000 Points of Heralds of Arcadia (Space Marines)
1) Special Rules: IC, Fearless, Acute Senses, Relentless, Eternal Warrior, Grand Strategy, Titanic Might, Psyker Mastery Level 3
2) Anatolios knows the following powers: All Librarian powers, Warp Quake, Astral Aim, Cleansing Flame, Holocaust.
3) Fire Sword: MC Force Weapon with Daemonbane, always on and requires no activation test, always causes ID regardless of Toughness, successful Inv. saves must be re-rolled.
4) Draigo's statline.
This message was edited 1 time. Last update was at 2012/04/12 04:18:31
Again, another edit for yet another one of my characters. The Ld test in the weapon ability has been changed to make it harder to pass as the game goes on.
Spoiler:
Pyralis, Chapter Master of the Forge Knights.............................................190 points
Upon the creation of the Forge Knights, Pyralis was named Chapter Master. Since then, he and his chapter have done much to earn the ire of the Adeptus Mechanicus. Aside from promoting individual ingenuity, one of Pyralis’ first acts as Chapter Master was to get rid of all suits of Tactical Dreadnaught Armor by means of trading them to other chapters or breaking them down for parts and materials. This act stunned many, as Terminator Armor is widely considered an honor to wear or even possess, and marked the beginning of his long and interesting career.
------------------------------------------------------------------------------
WS:6 BS:5 S:4 T:4 W:3 I:5 A:3 Ld:10 Sv: 2+/4++
------------------------------------------------------------------------------
FOC: Pyralis is an HQ choice for Codex: Space Marines
Composition: 1 (Unique)
Unit Type: Infantry (Character)
Wargear: Shard of the Titan, Artificer Armor, Iron Halo
Shard of the Titan: Crafted from the shard of a fallen god, the Shard of the Titan easily surpasses even the most powerful Relic Blade in terms of sheer destructive potential. How Pyralis came into contact with the shard, no one knows, and repeated tests by Librarians confirm that it is not daemonic, though its power rivals the most powerful daemon weapons. The Shard of the Titan is a Relic Blade whose hits are resolved at strength 7. The blade may also release a powerful blast of energy, capable of tearing through the toughest armors. This is a shooting attack that has the following profile:
R:24” S:6 AP:1 Assault 1, Melta
But that is not the full extent of the blades power. Once per game, Pyralis may call upon the full power of the Shard, becoming unto a god. If Pyralis chooses to do this, he must take a leadership test on 3d6 and remove the d6 with the highest result. If he fails, he is Pinned, as he loses control of the power within and must try to contain it. He may attempt again after becoming unpinned, and if after failing the first time, he attempts again and fails again, he immediately explodes with the power of a sun and is removed from play, causing all models (friendly and enemy) within d6+1” to take a S4 AP1 hit. He is not permanently dead though, as this would not be the first time that the Shard has knit Pyralis’ form back together. However, if he passes the first time, his Unit Type changes to Monstrous Creature and his profile changes to the following:
----------------------------------------------------------
WS:6 BS:5 S:7 T:7 W:4 I:5 A:4 Ld:10 Sv: 4++
----------------------------------------------------------
While in this form, he is not affected in any way by dangerous or difficult terrain. Over time, however, the power of the Shard will start to burn Pyralis out, as his human form, though enhanced, cannot bear the strain for long. At the end of each game turn, Pyralis must take a normal Leadership test with a negative leadership modifier that is equal to the number of game turns that Pyralis has used the new profile. If he fails, he takes a wound with no saves of any kind allowed. If he fails twice in a row, he does not explode, but rather is completely spent. The power burns him out, causing him to fall unconscious. He now becomes an additional objective. In games that do not use objectives, if the opponent controls Pyralis’ body at the end of the game (following all the normal rules for controlling and contesting objectives) they gain an additional Kill Point.
Special Rules: Independent Character, Combat Tactics, Chapter Tactics, And They Shall Know No Fear, Artificer Company
Chapter Tactics: If you include Arakor in your army, all of the units in your army lose the Combat Tactics special rule. Instead, all units (including Pyralis) gain the Deep Strike special rule, and may Deep Strike even if the mission being played normally does not allow it.
Orbital Locator Drop: Since collateral damage means something to the Forge Knights, they have opted for a much more precise tactic: shooting Locator Beacons onto the surface of the planet and teleporting troops in. Once per turn, during the shooting phase, Pyralis may command a Locator Beacon to be placed anywhere on the field. A Locator Beacon may not land within 4" of an enemy unit. Keep in mind that Locator beacons must be on the field before their effects come into play. Pyralis does not have to be on the field to activate this ability. Locator Beacons that come into play in this manner do not scatter. In addition, the roll required to bring reserves in is lowered by 1.
Artificer Company: There are no Terminators in the Forge Knights. Instead, members of the Forge Knights 1st company wear their own, personally crafted suit of Artificer Armor. If Pyralis is leading the army, all Terminators must instead wear Artificer Armor for +10 points per Terminator (they maintain their 5+ Invulnerable save and the Relentless special rule, as their Crux Terminatus is still very much part of their armor). Terminator Squads may purchase Conversion Beamers for +35 points, following the normal rules for replacing weapons. Terminator Assault squads may swap their Lightning Claws for a Relic Blade and an Iron Halo for +5 points per model. Also, Sternguard and Vanguard Veterans may wear Artificer Armor for +5 points per model.
As usual, I am now contemplating changing the weapon entirely, or at least removing the part where he turns into C'tan Shard. If I were to remove the rather long drawback to activating the "power" of the Shard, this guy would cost between 260 and 300 points (a C'tan shard is 185 points, so +125 as a CM would make him 300 points, which I refuse to do). I'll work more tomorrow, but for now this is what I got.
Marius Gage Chapter Master 1st Chapter XIII Legion
WS: 6
BS: 5
S:4
T:4
W:4
I:4
A:4
Ld:10
Wargear: artificer armour, thunder hammer and storm shield(both master crafted), melta bombs, frag and krak grenades, iron halo,
jump pack.
Special Rules:
Martial Prowess: Gage's thunder hammer and storm shield count as an extra close combat weapon. in addition, he always hits on a 3+
For Calth: Gage and his army have preffered enemy: chaos marines and daemons.
Not too bad. I take it this is from tge Ultramarines Legion rather than Chapter. I like his rules and would.point him at about 175
Compared to Lysander
He loses Bolter Drill and Bolster defences rules. As well as, crucially, EW. He loses Terminator armour and the ability to deep strike. His thunder hammer is also not as powerful and as good against vehicles.
He gains the ability to sweep due to lack of Terminator armour, and +2 attacks over Lysander. He gets the PE: CSM and CD. While his hammer may.be weaker vs vehicles ge does have.melta bombs. Although I am not.sure why he has Frag and Krak Grenades. He is always Int 1 for the Hammer abd he will never use the Kraks because of the Melta Bombs.
I also thinking that the Iron Halo should go. I realise that it is to symbolise his rank but any other character with SS lose it. Draigo and Lysander. Chapter Lord of the Grey Knights.and one of the Oldest space marines, and IF 1st captain respectively.
Also, you can't master craft a SS.
This message was edited 1 time. Last update was at 2012/04/12 10:29:59
I'm celebrating 8 years on Dakka Dakka!
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Constantin Valdor, Captain-General of the Adeptus Custodes
Type: Infantry (unique)
260 points
WS7 BS6 S4 T4 W4 I6 A4 Ld10 Sv2+
Wargear: Iron halo, frag and krak grenades
Custodes armour: 2+ armour save, 4+ Feel No Pain
Incardinine: power weapon. 2 handed. Master crafted. Gives +2 to Strength and +1 to Initiative and Attacks. Incorporates a bolter with the following profile: Range 24 S5 AP3 Assault 3
Special Rules:
Emperor's Praetorian: Has Eternal Warrior
By Your Command: Grants Ld10 army-wide
For the Emperor!: Once per game only. Announce at the start of your turn. All friendlies within 12, and all Custodes unit on the board, get Fleet and Furious Charge for the rest of the turn
Glory to the Twelfth! Glory to Angron!
"Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls. The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does. That is why we are the Eaters of Worlds, and the War Hounds no longer."
—Captain Khârn of the World Eaters Legion's 8th Assault Company, from his unpublished treatise The Eighteen Legions
You thought celestine was the last living saint? ha
Saint Lucil, Ardent
WS 8
BS 4
S 4
T 3
W 4
I 6
A 5
Ld 10
Sv 3+/4++
Wargear- Master Crafted Inferno Pistol, Armor of Saint Alexi, Purging Edge
Special Rules- Empowering Shield of Faith, Furious Charge, Blade Waltz, Eternal Warrior, Divine Intervention, Fearless
Armor of Saint Alexi- The armor of Saint Alexi gives Saint Lucil a 3+ armor save and a 5+ invol save. In addition it also gives her the feel no pain special rule.
Purging Edge- The Purging edge is a master crafted force weapon that always wounds deamons and psykers on a 3+
Empowering Shield of Faith- The Empowering shield of faith adds 1 to Lucils invol save (included above). In addition, any time a model in her unit makes a successful invulnerable save the attacker immediatly takes a wound with no armor saves allowed. Any unit Lucil joins is given the fearless special rule.
Blade Waltz- Each time an attack made by Lucil causes an unsaved wound she may immediatly make another attack (this does not benefit from blade waltz, and cannot use the force weapon special rule to cause instant death)
Divine Intervention- If Saint Lucil is ever removed as a casulty for any reason you may roll a d6 each turn. On a roll of 1-3 nothing happens, on a roll of 4-6 you mayreplace a sister superior or other allied independet character with Saint Lucil. She comes back into play with 1 wound. If no friendly sister superiors, or independent characters are on the field Saint Lucil cannot use this special rule.
My Overprotective Father wrote:Tyrants shooting emplaced weapons? A Hive Tyrant may be smarter than your average bug, but that still isint saying much
Pretre: Are repressors assault vehicles? If they are, I'm gonna need emergency pants.
n0t_u: No, but six can shoot out of it. Other than that it's a Rhino with a Heavy Flamer thrown on if I remember correctly.
Pretre: Thanks! I guess my pants are safe and clean after all.
CalasTyphon216 wrote:Constantin Valdor, Captain-General of the Adeptus Custodes
Type: Infantry (unique)
260 points
WS7 BS6 S4 T4 W4 I6 A4 Ld10 Sv2+
Wargear: Iron halo, frag and krak grenades
Custodes armour: 2+ armour save, 4+ Feel No Pain
Incardinine: power weapon. 2 handed. Master crafted. Gives +2 to Strength and +1 to Initiative and Attacks. Incorporates a bolter with the following profile: Range 24 S5 AP3 Assault 3
Special Rules:
Emperor's Praetorian: Has Eternal Warrior
By Your Command: Grants Ld10 army-wide
For the Emperor!: Once per game only. Announce at the start of your turn. All friendlies within 12, and all Custodes unit on the board, get Fleet and Furious Charge for the rest of the turn
2+, 4++ and 4+++? And S6 I7 power weapon that has an AP 3 ASSAULT heavy bolter? 10 Ld for the whole army? Gives the whole army fleet and Furious Charge?
Yes he's expensive, but undercosted.. Yes he's over powered, but at least he doesn't have 2++ >_<. Yes I would not play him, I wouldn't laugh in your face though.. Yes I am going to assume that he's with a homebrew codex that is just as unbalanced, though I won't talk trash on it as I haven't seen it.
Too many power, which all are over powered. I6 is ridiculous, as everyone in this thread seems to think their MEQ should be able to be I6. It's stupid to think that he could be faster than an Eldar Aspect Warrior. And then you add on one more from his weapon? And another when he gives his Furious charge? No.
4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0 3000 Points of Heralds of Arcadia (Space Marines)
CalasTyphon216 wrote:Constantin Valdor, Captain-General of the Adeptus Custodes
Type: Infantry (unique)
260 points
WS7 BS6 S4 T4 W4 I6 A4 Ld10 Sv2+
Wargear: Iron halo, frag and krak grenades
Custodes armour: 2+ armour save, 4+ Feel No Pain
Incardinine: power weapon. 2 handed. Master crafted. Gives +2 to Strength and +1 to Initiative and Attacks. Incorporates a bolter with the following profile: Range 24 S5 AP3 Assault 3
Special Rules:
Emperor's Praetorian: Has Eternal Warrior
By Your Command: Grants Ld10 army-wide
For the Emperor!: Once per game only. Announce at the start of your turn. All friendlies within 12, and all Custodes unit on the board, get Fleet and Furious Charge for the rest of the turn
2+, 4++ and 4+++? And S6 I7 power weapon that has an AP 3 ASSAULT heavy bolter? 10 Ld for the whole army? Gives the whole army fleet and Furious Charge?
Yes he's expensive, but undercosted.. Yes he's over powered, but at least he doesn't have 2++ >_<. Yes I would not play him, I wouldn't laugh in your face though.. Yes I am going to assume that he's with a homebrew codex that is just as unbalanced, though I won't talk trash on it as I haven't seen it.
Too many power, which all are over powered. I6 is ridiculous, as everyone in this thread seems to think their MEQ should be able to be I6. It's stupid to think that he could be faster than an Eldar Aspect Warrior. And then you add on one more from his weapon? And another when he gives his Furious charge? No.
This
Experience is something you get just after you need it The Narkos Dynasty - 15k Iron Hands - 12k The Shadewatch - 3k Cadmus Outriders - 4k Alpha Legion Raiders - 3k
"Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls. The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does. That is why we are the Eaters of Worlds, and the War Hounds no longer."
—Captain Khârn of the World Eaters Legion's 8th Assault Company, from his unpublished treatise The Eighteen Legions
CalasTyphon216 wrote:Dude its the Emperor's personal bodyguard...
NOT an excuse for an undercosted cahracter o'd satrt him at 350 ptsminimum because heis going to wreck face
Automatically Appended Next Post: Interrogator Chaplain Markians
when Markians was, but a boy of 14 years, on the hive world of Antellius it fell under attack from a large Chaos warband. The warband was led by the figure of Amorthus the sorcerer of Tzeentch he was a accompanied by several marines in jet black armor who said nothing. Within a day the PDF had been swept from the defeces and some of the brave citizens were forced to fight inside the city. Then hope arrived in the form of the Dark Angels. The deatwing led by master Sentirius landed and attacked the chaos warband seeking out Amorthus. when the found him they found the figure of Markians a young boy who had bravely attacked the guard of amorthus with a squad of citizens. The warband had killed the rest of the pdf, but they could not kill Markians. Upon seeing the advancing deathwing, the black armored marines fled, as they did they killed markians father. Amorthus was slain by Sentirius.
After the battle Sentirius told the boy he would join the dark angels. He passed his initiation with distinction and showed a particular hatred of chaos and a desire to recover them. Long years saw Markian become a steadfast brother whose list of honors was long. One night he was taken aside by Interrogator-Chaplain Asomdai who with the blessings of the Inner circle inducted him into chaplains. Several years later after capturing two fallen personally (without full knowledge of who they were) hee was inducted into the interrogator chaplains. He wept bitterly at the fall of brothers he never knew.
Unlike the other Interrogator Chaplains of the Dark Angels Markians does not spend most of his time torturing the fallen rather he leads the strike teams of the deathwing that capture them. He is known for his ability to subdue any opponent. he wield the relic crozius, The Redemptive path, and the relic TDA ultionem angeli
pts:215(if you think it is low let me know i'm still working on him)
wsbs s t w i a ldsv 6 5 4 4 4 6 4 10 2+/4++
abilities Honour of the Chapter, Litanies of Hate, Seeker of the fallen, eternal warrior, independent character
wargear
The Redemptive Path-counts a as a master crafted power weapon
ultionem angeli- counts as terminator armor with a master crafted storm bolter
seeker of the fallen
part 1. if there are any fallen dark angles on the board markians and any squad or tranport he is in or attached to must move toward the Fallen as fast as possible until they can charge and subdue them.
part 2 If the fallen is deafeated by markians and his squad place an objective marker on the board this marker must be captured by the DA player by the end of the game or they lose 2 KP or 2 objectives in determining the winner. if the marker is captured it counts as a normal kp or objective
undercosted overcosted to weak too powerful please let me know
This message was edited 1 time. Last update was at 2012/04/12 14:37:36
8000 Dark Angels (No primaris)
10000 Lizardmen (Fantasy I miss you)
3000 High Elves 4000 Kel'shan Ta'u "He attacked everything in life with a mix of extraordinary genius and naive incompetence, and it was often difficult to tell which was which." -Douglas Adams
What does Honour of the Chapter and Litanies of Hate do? If they are DA rules, I apologise for my short-sightedness but I don't know anything about DA.
EDIT: Termie Armour means he can't sweep, so I think I6 is waaaaaaaay OTT.
I'd say I5, I4 to bring it down to 200pts
This message was edited 1 time. Last update was at 2012/04/12 15:55:16
Experience is something you get just after you need it The Narkos Dynasty - 15k Iron Hands - 12k The Shadewatch - 3k Cadmus Outriders - 4k Alpha Legion Raiders - 3k
IHateNids wrote:That sounds like a very small ability for 215pts.
What does Honour of the Chapter and Litanies of Hate do? If they are DA rules, I apologise for my short-sightedness but I don't know anything about DA.
EDIT: Termie Armour means he can't sweep, so I think I6 is waaaaaaaay OTT.
I'd say I5, I4 to bring it down to 200pts
Honour of the chapter- any unit within 12" fearless
litanies- re-roll to hit on first turn in combat
and my thinking is he is 1 ws 1 w 1 i 1a higher with 2 master crafted weapons and a base interogator chaplain with tda is 145
but i don't mind changing him to i5 that will work just fine
This message was edited 1 time. Last update was at 2012/04/12 16:34:31
8000 Dark Angels (No primaris)
10000 Lizardmen (Fantasy I miss you)
3000 High Elves 4000 Kel'shan Ta'u "He attacked everything in life with a mix of extraordinary genius and naive incompetence, and it was often difficult to tell which was which." -Douglas Adams
Equipment: Power Armour, Frag and Krak Grenades, Force Weapon, Plasma Pistol, Psychic Hood, Iron Halo
Rules: ATSKNF, Independent Character, Psyker
Options: Atlas can take one of the following for +25pts: Jump Pack, Terminator Armour (replaces Power Armour and Frag and Krak Grenades)
Psychic Powers: Atlas knows all the psychic powers in Codex: Blood Angels, and can cast 2 per turn.
Basically he's a reasonably more powerful librarian for an upcoming Apoc game with custom characters. I'm pretty sure this is a fair setup, the iron halo is probably a reasonable addition, the wargear options are largely arbitrary, I've got something picked out but that's pretty much it. I'll be writing some background to the character as well, but realistically his main upgrades are a decent pistol, a badly needed invul save, and a dangerous array of psychic abilities that he can choose from (resulting in a hopefully reasonable points increase).
No one Provokes me with Impunity Atlas' Blood Oath - In progress, 22W 14L 4T (2012) - 14W 6L 0T (2013)
Craftworld Mymeara 440 points - in progress (....sort of a given ) - 4W 2L 0T (2013)
DQ:90S++G+M-B--IPw40k13++D++++A+/fWD-R++T(T)DM+ Where beautiful and brilliant people go to hang out - Lord Sanguinius' fb page
felixanderOk wrote: well now I think you gotta jack the points. Wind of Chaos is pretty powerful and blackened skies is gonna be really really good too. There are too many ways that just screw over other armies hard. Gunline IG in particular is gonna be sad when you drop it in front of them. So how about this: maybe 225 points and Blackened Skies either makes it crappy night fighting (3d6 x 3) or -1 BS to anything that wants to shoot at any friendly unit within 6" of him. The 4d6 might not seem so great but it can still cut back on long range weapons that'll be trying to take you out as you move up.
Will do for the increase, 230 now. However, I'm gonna keep the spell the way it is, to be honest I ripped the idea from the old Chapter Approved Minor Psyker Powers. 113 sq ins of -1BS/night fighting is pretty dangerous. The way I look at it, since it's just a straight line, you can just sidestep and shoot the target behind the curtain, because that's all it really is, a curtain. Also, I'm not sure if it was clear, but Indirect fire is unaffected. Maybe make the line 3d6" in length to throw some chance into it? Average rolls would give 10-11" less than currently, bad rolls give 3" and great rolls give an 18" smoke screen. One more thing, some one further up mentioned that he isn't particularly powerful in cc. Just so that people are aware, he has a 4+ Poison Force Weapon. Correct me if I'm wrong, but can Force Weapons be combined with pistols to give +1A? If so, he has 3-4 armour ignoring, Instant Killing attacks that laugh at High Toughness. Seems decent for me. Oh and I think I he's been T5 instead of the usual T4(5).
IHateNids wrote:I do like that Nurgle psyker. Could I borrow him for one of my mates? I really want to fight this guy.
You have both the blessing of Nurgle and myself. Now go make some corpses for Nurgle to rot.
This message was edited 1 time. Last update was at 2012/04/12 18:42:36
born out of the need for copmpitent field commanders when a captain is on other deployments, the Shadow dragons maintain a council of Formation commanders, able veterans who lead detachments on a smaller level than company, allowing seperate, independent commands across multiple fronts, sometimes even worlds.
@acekevin, thanks. I shall post how your character played out on here.
@FM Ninja, seems solid.
Experience is something you get just after you need it The Narkos Dynasty - 15k Iron Hands - 12k The Shadewatch - 3k Cadmus Outriders - 4k Alpha Legion Raiders - 3k
Wargear:
The Bow of the Night: This is a coveted artifact of the Flesh Tearer's, able to debilitate even the most steadfast warrior with a precise hit. The Bow of the Night is a weapon with the following profile: Str 5 - AP - -Rng 36" - Heavy 1, Rending, Neural Wires. Neural Wires: Any model hit by the Bow of the Night must pass a Toughness test if it causes a wound, regardless of whether it was saved. If the test is failed, they have succumbed to the overwhelming power of the bow. Their senses are completely overloaded, and they become powerless to resist the enemy's attacks. They have their WS, BS and Attacks reduced to 1 for the turn.
Knife of Orion: This is a normal Close Combat Weapon that grants Epher the Killing Blow attack. Killing Blow: In a turn where Epher assaults an enemy unit, he may attempt a Killing Blow. He must pick out a model in the unit who is in base to base contact with Epher. He hits them on a 4+. The wounds on a 2+, and causes instant death if not saved.
Camo Cloak
Special Rules:
Archer of the Gods: Epher must choose which model in an enemy unit he shoots at. Epher also will ignore cover when shooting.
King of the Forest: If an enemy unit chooses to shoot at Epher, they must do so under the Night Fighting rules.
Scout
Infiltrate
Move through cover
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There are many Flesh Tearer Scout heroes, who have saved entire missions. Amongst their ranks is Epher, King of the Forest, bearer of the Bow of the Night. He strikes unseen, able to kill a commander in seconds with the Knife of Orion before melting back into the shadows to strike again. He also can use the Bow of the Night, an ancient artefact which fires bolts loaded with neural wires, which drive whomever he hits into a sensory overload that even the devoted servants of Slaanesh find hard to find pleasure in. As the victim lies writhing on the ground, he is then quickly torn apart by the assault squads that flit above the field of battle, or blasted to oblivion by the Devastator squads that lurk behind the trenches. Epher proved his worth during the Third War for Armageddon, where his scout unit joined the Blood Angels forces. His skills proved invaluable in the lush verdant jungles, where his precision aim proved exceedingly useful in taking out the leaders in a band of Ork Boyz. Epher is the embodiment of stealth, able to kill mercilessly before he fades into the woods again.
This message was edited 7 times. Last update was at 2012/04/18 20:01:32
BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.
BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant?
Wargear:
The Bow of the Night: Str 5 AP - Heavy 1, Rending, Neural Wires.
What is the range on this weapon?
Automatically Appended Next Post: Looks good by the way! I can't wait to see the fluff!
This message was edited 1 time. Last update was at 2012/04/14 06:14:42
If you are interested in reading a narrative, plot driven battle report I would very much appreciate you checking out "The Red Cuff Rebellion Campaign" here:
http://www.dakkadakka.com/dakkaforum/posts/list/442223.page
Only thing that concerns me here is the fact that the effective range of a gun is 24" and the effective range of this bow is 36".
Strictly from a rules perspective I have no qualms with this weapon.
However, from a logical/fluff perspective I don't think it makes much sense. Perhaps I'm missing something?
If you are interested in reading a narrative, plot driven battle report I would very much appreciate you checking out "The Red Cuff Rebellion Campaign" here:
http://www.dakkadakka.com/dakkaforum/posts/list/442223.page
Only thing that concerns me here is the fact that the effective range of a gun is 24" and the effective range of this bow is 36".
Strictly from a rules perspective I have no qualms with this weapon.
However, from a logical/fluff perspective I don't think it makes much sense. Perhaps I'm missing something?
If you read up on Longbows, a skilled archer can hit someone in the chest from 200 yards away. A semi-automatic weapon, i.e a Bolter, is far harder to aim over distance.
This message was edited 1 time. Last update was at 2012/04/14 11:12:25
BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.
BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant?